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These new friends include Goombario (a young Goomba who is a big fan of Mario's), Kooper (a Koopa Troopa who likes adventure), Bombette (a pink Bob-omb who is a former slave of The Koopa Bros.), Parakarry (a Paratroopa who works as a postman), Lady BowLady Bow is an ally of Mario in the 2001 Nintendo 64 video game Paper Mario. Bow is the princess of the Boos of a setting of the Mushroom Kingdom. She lives inside the Boo Mansion, located at the edges of Forever Forest and Gusty Gulch. She can cloak Mari (a princess of BooA Boo is a type of ghost that appears in some of Nintendo's Mario video games. Whenever Mario or Luigi looks toward this creature, it blushes, covers its face, and stops moving. When Mario or Luigi turns away, the Boo becomes vicious and chases him. Booss), WattWatt is a useful young sparky from the game Paper Mario. Her attacks are able to negate any defense points which an enemy may have. She can also lower the enemy's defense(?) and increase Mario's attack power. (a little SparkySparky was a British comic book that ran from (issues dates) 23 January 1965 to 9 July 1977, when it merged with The Topper after 652 issues. It featured: Baron Von Reichs-Pudding (The flying Hun from vorld var von!) Barney Bulldog Dreamy Dave and Dozy Do who lights the way), Sushie (a Cheep Cheep who can live out of Water), and Lakilester (a Lakitu who used to work for Bowser).
The sequel to Paper Mario, called , was released in late 2004 for the Nintendo GameCubeThe Nintendo GameCube ( Japanese: ; originally code-named "Dolphin" during development; abbreviated as GCN is Nintendo's fourth home video game console, belonging to the 128-bit era; the same generation as Sega's Dreamcast, Sony's PlayStation 2, and Micro.
Much like in Super Mario RPG, the battles in Paper Mario relied on a cross between traditional turn-based RPG gameplay, and timed button presses (or other motions) for increased damage on enemies, or reduced damage taken from enemies. Unlike in Super Mario RPG, the size of a party in battle was reduced from 3 to 2, with Mario and one of the sidekick characters beating on enemies. However, sidekick characters were switchable, and it cost the sidekick their turn, unless equiped with a certain badge. Sidekicks had a limited damage capacity, and when it was overrun they were incapacitated for a few turns. If Mario ran out of Hit Points, however, the game was immediately lost (unless a 1-Up Mushroom was in your inventory, in which case Mario was immediately revived.)
Unlike many other RPGs, Paper Mario does not feature attacks that do 4,000 points of damage. The most Mario's Hit Points can go up to is less than 100, and an attack that does 10 damage can be considered extremely lethal. The uniqueness of Paper Mario's battle system lies in both these small numbers and an addition/subtraction system for calculating damage and level-up increases. For instance, Mario using his basic hammer against an enemy with zero defense will do 1 damage, 2 if the Action Command is successfully executed. If the enemy has 1 defense, then the aforementioned attack would do no damage or 1 damage, respectively.
Flower Points, like in Super Mario RPG, Flower Points are a shared resource between all characters, used for pulling off special techniques and other miscellaneous functions.
Badge Points were a method of limiting the amount of Badges Mario could equip. Different badges use up a different amount of Badge Points, which effectively limits the amount of badges that are able to be equipped and forces strategy to be used in different situations.
Similar to the levelling system in Super Mario RPG, a levelup allows the player to choose between raising HP, FP, and BP. Unlike in SMRPG, however, this was not a bonus to a set increase beforehand; this increase was the only method of raising the maximums. Each type of point could be raised 10 times, placing Mario's maximum level at 31.